Cap'n Voodoo's Freebooter PBP

Game Master voodoo chili

est. 2011
PF6 Fun and Plunder in Green Ronin's Freeport, around the Shackles, and Beyond
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oh, my bad. Guess I skimmed the text, spotted non-lethal, and assumed sap instead of unarmed. Noggin to face is much more efficient and in character. Disregard my response.

Kaul wipes a bit of spittle and blood from his forehead and recovers a half-dozen brass pennies from the bruised bravado before he finishes his trip to the weaponmongers.


The half-orc just enters this time and finds Otto still at his workbench. He look up and brushes a loose lock of graying hair from his eyes. "It'll take a little longer. Couldn't really post it so the setting will rely on prongs, but they're really reinforced so it should be able to handle everything you throw at it."


Male Half Orc Rogue (Thug) 6+5 | HP 70/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: -

Kaul mugs a grin;

"Hur. Take yer time. Ain't got nowhere tae be..."

The thug watches the smith at work, then chimes in with some idle chit-chat;

"Hur... Onna way 'ere I put the manners on a street tough o' Scurvytown. Before I put 'im to sleep he was moaning' bout not gettin' sleep on account o' nightmares... Reckon he needed 'is mummy to tuck 'im in... Hur..."

He chuckles menacingly to himself, then carries on;

"You 'eard on anythin' weird re-gards slumberin' Otto? Maybes its just the Scurvytowners loosin' sleep o'er us orcers butcherin' em in their beds... Hur-hur-hur-hur..."

He shakes his scarred noggin with a mako grin, absent mindedly pulling a tooth embedded in his forehead free...


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 61/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

Jim gives Corliss the stinkeye, then smiles at the Cap'n. "We can discuss plotting courses some other time, hey?" To the priest, "Glad to hear it, mate. Let's go see what Dibbets is up to."


Jim, Corliss, and Dingus stand idly on the weather deck waiting for the dripping halfling's explanation.


Male Halfling Oracle of Gozreh 6

Cracking his neck Dibbs spills forth "Well.. Salty were a nei show... but I gots a bit of a think walk regardless eh. Bad sh1te comin out o' Scurvy... well... more 'n normal like. Risin dread wi eight red glowing eyes above a horrible mandibles face... seems like the sorta thing we'd best see tae dealin wi' iffin we wants Freeport tae be tha same when we sails back in frae a voyage eh?"


Male Human Cleric 6+5 of Besmara | hp -53- 41/55 | AC 23, t 13, ff 20 | Fort +6, Ref +4, Will +8 | Init +6 | Perc +3 | Channel 2/3 | Storm Burst (Sp) 6/6 | Copycat (Sp) 3/6 | Insanity 3 (DC 10 Will) | Conditions: copycat

"Eight eyes, eh?" Corliss ponders aloud. "Sounds like a spider o' some sort to me...or maybe conjoined ettins? Mandibles brings me mind back to a spider, though. Don't like spiders...."


"Keelhaul" Kaul wrote:
"You 'eard on anythin' weird re-gards slumberin' Otto?..."

Otto chuckles. "This part of town IS a bad dream. No, I sleep fine so long as there's sharp steel at hand. I'm sleeping well."


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 61/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

Jim starts. "So, I suppose it's purely a coincidence that your vision showed a spider threatening Scurvytown when we've got that book mentioning a Spider working with Stumpy, hey?"


Male Half Orc Rogue (Thug) 6+5 | HP 70/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: -

Kaul chuckles at Otto's black humour;

"Aye. Ain't much sharp steel can't solve... Likely just Scurvytowner eating' some bad cheese afore bed..."

The thug fishes into is pouch, producing the required coin for the weapon smith, then digs in again and comes up with some chewin' tabac.

Flashing a jagged grin he pops some into his grill before offering a plug to the smithy...

"Chew?"


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus claps his hands in response. "Oh goody. Spiders! They're not as much fun as snakes". He rubs Richard lightly as he says this. "But are still very fascinating creatures".


Male Halfling Oracle of Gozreh 6

Musing a moment and choosing to not be too disturbed at Dingus' affinity Dibbs adds "Aye, could be a spider like... but 'is a vision eh? Could be a name or a person rather than an actual insect... doesnae bode right fer Free anyhow." looking around and noticing a lack "Where's nugget... ye didnae let him wander round wi'out a minder didja?"


Otto just points at the spittoon and focuses on his work. It isn't too much longer before he finishes up and inspects it closely before giving a nod of approval. "Alright." He hands the weapon back.

The eye rests in a kind of steel basket at the end of the shaft. It is held tightly held, but it can swivel slightly within its cage. "I thought it might like the opportunity to look around a bit." Otto explains with a grim grin.


Male Half Orc Rogue (Thug) 6+5 | HP 70/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: -

Kaul echoes his grim chuckle and places a pouch of jingling coin on the smithy's table;

"Hur. Perfect mate. Hunner skulls fir the work, 'nuther 30 fir the craft an' 20 fir the 'istory lesson on Lopper."

He hefts the heavy hatchet with another chuckle;

"Much abliged matey. I'll be sure tae send more work yer way when the opporchancity arises."

Grinning like a loon the thug pats his axe and heads back to ship an' shipmates...


Kaul makes his exit and heads back to the main street out of Scurvytown. Oddly, by the time the Kill Shop comes into view, he notes a thick fog gathering. He notes that it is unnatural for the marine layer to curdle the air this late in the day. The afternoon heat usually disperses any lingering mists of the morning.

The fog thickens around the half-orc muting light and sound. Threatening phantasms seem to coalesce around him. Beyond the Kill Shop comes the meek remnants of screams, but no one else is seen. Then a murky humanoid form shambles from the alley across from Kaul.

Kaul- how many marbles are you still missing?


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"Hmmm. It does seem that we let Kaul wander off by himself. Maybe we'd better go look for him".


The group re-Kaul their mate saying that he was going to the weapon dealer in Scurvytown to trick out his ax.


Male Half Orc Rogue (Thug) 6+5 | HP 70/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: -

Cap'n: Believe I have the princely sum of 5 Insanity Points presently...

Kaul watches the figure in the murk, noting Lopper's eye swivelling to also gaze at the form;

"Hur... Bit o' a pea-souper eh Lopps? Ain't too many folks wantin' to shuffle up on Ol' Kauly..."

The axe slips into his paw as he mutters to himself, before hailing the figure;

"Hur...Reckons we take 'em to task... Hey mate! Ye lost yer bearings in this soup? Come on o'er to me, I'll help ye find yer way... "

The thug stifles a chuckle and beckons the figure with his claw, as the hatchet is lifted high...

Readied Melee (Power Attack): "Lopper": +1 Keen Adamantine Boarding Ax: 1d20 + 7 ⇒ (16) + 7 = 23

Power Attack Damage: 1d10 + 9 ⇒ (1) + 9 = 10


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Male Human Cleric 6+5 of Besmara | hp -53- 41/55 | AC 23, t 13, ff 20 | Fort +6, Ref +4, Will +8 | Init +6 | Perc +3 | Channel 2/3 | Storm Burst (Sp) 6/6 | Copycat (Sp) 3/6 | Insanity 3 (DC 10 Will) | Conditions: copycat

Corliss hangs his blessed bling over his neck, admiring the magic amulet and throwing a wink and quick kiss to the image of Besmara that likely only he can discern in the pearl's swirling black vapor.

"So...we goin' to Scurvytown to make sure our chum Kaul be safe, or we makin' sure Scurvytown's still in one piece after Kauly's visit?"


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Kaul aboard the crazy train!:
The weird fog seems to drain the color from everything and cast disturbing shadows that close overhead like an encroaching jungle canopy, rustling with the furtive movements of sneaky, spying monkeys. Hoots and whistles come from down the street. Surely apemen come to reclaim their money king! The gaunt figure approaches in a herky-jerky manner and the fog thins to reveal an emaciated man dressed in red rags. He doesn't seem to move of his own volition, but appears to be dragged forward by strands of mist like a puppet's strings. The man's glazed eyes lock on Kaul and the lower part of his face drops farther than a jaw ought to as his mandible dangles from his torn face. One arm appears mostly eaten. Init: 2d20 ⇒ (1, 17) = 18 Its good hand grabs the befuddled orc-kin as the wet foliar fog closes in. Kaul-12 neg energy; will DC 10 or shaken, grappled CMD 16


Male Half Orc Rogue (Thug) 6+5 | HP 70/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: -

Play Misty for Me:

DC10 Will Save: 1d20 - 1 ⇒ (15) - 1 = 14

Kaul is somewhat mesmerised by the wispy apes who taunt him. He snaps back to cold reality when the chewed corpse grabs hold of him!

Despite the creature's terrible visage the brute holds it together but howls at the cold pain inflicted by its grip as he attempts to wrench himself free...

CMB - Break Grapple (Standard Action): 1d20 + 8 ⇒ (4) + 8 = 12


Hit or Mist:
The grabby fog mechanic is poorly described. You aren't actually grappled, it's more like the 'nausea' from being in a swarm. Let's just make it that- you are staggered while in the fog, but you can still either attack or move. Kaul pulls away from the draining touch and slashes at the mutilated fog walker. The creature seems to flicker though and Lopper stutters through the form doing less damage than expected. Round 2 The nightmarish figure grabs at Kaul again, but the thug jerks away. The apes behind him close in and Kaul can see that they are not charau-ka, but Freeport Watch.


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 61/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

Jim grins at the priest. "Aye. Let's go."


Male Half Orc Rogue (Thug) 6+5 | HP 70/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: -

Foghorn Lughorn:

Round 2

Kaul scowls as Lopper fails to cleave the mist wretch, a frown that deepens at the materialising of the watch;

"You lot better be 'ere to 'elp... Or are ye 'ere at all? Softly Watchie Catchy Monkey? Not Kauly! HUR!"

With a roar he launches another furious hack at his fogmentor;

Melee (Power Attack): "Lopper": +1 Keen Adamantine Boarding Ax: 1d20 + 7 ⇒ (7) + 7 = 14
Power Attack Damage: 1d10 + 9 ⇒ (2) + 9 = 11


Interested in catching up with Kaul, the crew disembark and start making their way down the docks toward the east side of Freeport.

*****

Watch out!:
A quintet of Watch appear out of the soupy fog. The also appear to be experiencing resistance from the oozy mist. They stop abruptly at the sight of the orc battling some sort of nightmarish revenant and three switch to crossbows. The broken jaw swings wildly with each claw swipe from the silent spook. Kaul is hit again and feels vital essence drain off into the eerie pale clouds. Kaul- 9 neg, slowed


Male Half Orc Rogue (Thug) 6+5 | HP 70/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: -

Kaurilla in the Mist:

Slowed: Can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally -1 penalty on attack rolls, AC, and Reflex saves. Can only move at half its normal speed.

Kaul gives a momentary pauses as he feels his body begin to act like he's encased in molasses...

"Whhhaaat thhee ffffeeecckkkk!?"

The red mist of his own decends and swings lazily with his Red Claw (Standard Action & 5ft Step if necessary)

"Cooommm eee're yeee ssssskiiinnny baaassssteeerrd"

Power Attack Red Claw (Heavy Mace +1): 1d20 + 7 ⇒ (16) + 7 = 23
Red Claw Damage: 1d8 + 9 ⇒ (7) + 9 = 16


Slow daze, Red haze:
The drag of the mist gives everything a murky unreal feeling. Kaul switches to the Red Claw and catches the thing off guard. The perilous prosthetic plows into the thin corpse, but again the body seems to flicker and Kaul only feels about half the resistance he would expect from a powerful blow like that. The crossbow bolts whistle through the melee and only one is on target, but it passes through the drifting deadman without causing any harm as far as Kaul can tell. The creature refocuses its dazed malevolence on Kaul and grabs him with both claws, tearing life from the thug. Kaul-11, 12 negativity, slow


The crew move along the docks grabbing something to eat at the market to assuage growling stomachs and Dibbets' throbbing head. They pass the pier where the Broken Mug used to stand and note that the pier has been fully repaired though the old building has not been replaced. Just beyond that, they enter Scurvytown weathering an occasion snide remark tossed at the out of place halfling.

Jim recalls that Otto's shop is not far from the fish market and he leads the group down a couple foul smelling alleys before finding the well constructed building clear of the usual lean-to's and tightly bunched hovels typical of the cramped conditions in Scurvytown. However, the shop looks closed and it is quiet within.


Male Half Orc Rogue (Thug) 6+5 | HP 70/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: -

Fogazi!:

Status: Slowed (Can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally -1 penalty on attack rolls, AC, and Reflex saves. Can only move at half its normal speed.)

As the wispy wretch rends his body and soul, Kaul bellows in fury and frustration, attempting to bash the creature's ruined face with his Claw once again;

"HURRRRRRRRAAAAAARRRRRGGGHHHHH!"

Power Attack Red Claw (Heavy Mace +1): 1d20 + 7 ⇒ (17) + 7 = 24
Red Claw Damage: 1d8 + 9 ⇒ (7) + 9 = 16


Male Human Cleric 6+5 of Besmara | hp -53- 41/55 | AC 23, t 13, ff 20 | Fort +6, Ref +4, Will +8 | Init +6 | Perc +3 | Channel 2/3 | Storm Burst (Sp) 6/6 | Copycat (Sp) 3/6 | Insanity 3 (DC 10 Will) | Conditions: copycat

Corliss tries the front door, knocking if it's locked.


The door isn't locked and Corliss goes ahead and opens it to find a very, very long and sharp sword at his throat. A very scarred and calloused hand holds the sword and the hand is attached to a very powerful and unhappy shirtless gentleman, also scarred and with long graying blonde hair. "You didn't knock," he growls threateningly.

Clippity Clawp:
The claw smashes through the suspended corpse's face in slow motion. Again, the body is just substantial enough that part of the dangling mandible breaks free to swoop up and then bounce from the remnants of a cheek rather than fly free down the street. Most of the Watch charge forward wielding their heavy clubs, but the syrupy fog slows them to a crawl. A rigid twisted claw of a hand rips into Kaul again sending tendrils of blood and vital essence into the hungry mist that moans slightly as it feeds.Kaul-15 neg, slowed


Male Human Cleric 6+5 of Besmara | hp -53- 41/55 | AC 23, t 13, ff 20 | Fort +6, Ref +4, Will +8 | Init +6 | Perc +3 | Channel 2/3 | Storm Burst (Sp) 6/6 | Copycat (Sp) 3/6 | Insanity 3 (DC 10 Will) | Conditions: copycat

"Thought ye ran a business, mate," Corliss answers a bit nervously. "Wasn't sure a-knockin' was required, 'specially as how the door be unlocked. Just here to ask iff'n ye seen our pal, Kauly. Told us he had some business ye could help him with. Seen him?"


The blade remains rock steady at Corliss' throat as the man speaks slowly. "I don't need locks; the locals know better than to barge in." He looks over the others and gives Jim a nod. "Hey there, "Lady's Favor." His eyes squint at the quartz on the pommel of Jim's sword. "Looks like you've upgraded from that old Hell Hound hand-me-down. Now how'd you come by that? Your orc friend was just here. Went that way." He removes the blade from Corliss' throat and gestures to the north.


Male Half Orc Rogue (Thug) 6+5 | HP 70/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: -

The Foggy Due:

As his life's essence is torn from him and the Red Claw barely makes a dent Kaul pauses momentarily as a new emotion seeps into his bones... Fear.

Feck's sake... this basterd deader will be me end! Ol' Kauly drained on the cobbles..! FECK!

The thug sees the Watch move like treacle, but knows his best bet might be use them as a distraction (10ft Move Action towards Watch, if necessary he'll use acrobatics to avoid AoO Acrobatics: 1d20 + 11 ⇒ (9) + 11 = 20)


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 61/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

Jim taps the hilt of his sword. "This used to belong to Cap'n Storm-Eyes, once upon a time. Not sure whose it was 'fore that."


Male Halfling Oracle of Gozreh 6

Dibbets takes the idle time chinwagging to turn his eyes out t'ward Kaul's general voyaging destination - seeing if he can make out aught of interest.


Otto nods and scratches his graying stubble. "Storm-eyes has been gone awhile. Did you find her cache? I don't recall her naming the blade, which is a pity, but I recall tales that her blade could channel lightning. Are the tales true?"

Dibbets glances to the alley that Otto gestured down. All seems unnaturally quiet for Scurvytown- No loud arguments or cursing or drunken shouts. The alley has an odd hazy look to it as well.

Misty Mountain Hop:
Unfortunately, Kaul has discovered that things are much easier to kill the first time. He decides to give the Watch an opportunity to do their job and as quickly as possible puts them between himself and the jerking, dangling deader. A trio of Watch engage. Only one looks to hit solidly, but the heavy oak club passes right though the creature as if it were just more fog. The creature looks disoriented by the changing of the guard and its attack is ineffective as well.


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 61/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

Jim scratches his chin. "Her ship fetched up on Warvil's Folly, if I remember aright. There was an...eccentric fellow, I suppose you might say...who was wrecked there himself sometime later, and he had the blade. For some reason he thought it reasonable to trade swords with me, and--well, I didn't have the heart to say no. Aye, the tales are true. Mind if I demonstrate?"


The once sell sword now sword seller assents with a grin. "By all means."


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 61/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

Jim steps away from Otto and draws his sword, willing it to activate.


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A spark flashes in the quartz stone at the pommel and electricity arcs along the blade. Otto gives an appreciative whistle. "That's a powerful blade. A legendary blade deserves a memorable name though. I guess you could just call it Storm-Eyes, but it's your blade now." He shrugs. "I'd invite you all in to swap more stories, but I'm busy at the moment and you seemed to need to find your friend. Some other time."


Male Half Orc Rogue (Thug) 6+5 | HP 70/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: -

Mr Mist-offelees:

Body wracked by the dead man's hand, Kaul weighs up his options... coming to a quick conclusion;

Better them than me eh Lopps?

The thug moves slowly backward from the melee, continuing to distance himself;

"Don't worry lads! I'll get 'elp!"

15ft Move if still slowed.


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 61/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

The Taldan nods. "Aye, I should give it a name. Well, time for tales later--we've got a thug to find, hey?" The corona dies on his sword, and he resheathes it smoothly.


The crew creeps toward the mist enshrouded alley that Otto indicated. The strange fog has a viscous texture that seems to drain color and sound as one steps into it. It also offers a tangible resistance. Dibbets feels uneasy as he recalls his Leng binge.


Male Halfling Oracle of Gozreh 6

Knuckles whitening as he grips the handle of his boomstick Dibbs warns "This ain't feelin roight lads... I dinnae likes it... ye wants me tae clear out the foggy?"


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 61/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

"Aye, mate. Do what you can." Jim loosens his blade in its sheath, ready for action.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"This is spooky! Richard, slither onward... quietly, and see what lies ahead".

Dingus casts Mage Armor on himself, and peers through the fog himself.

1d20 + 3 ⇒ (10) + 3 = 13 Perception.

Richards Stuff

1d20 + 15 ⇒ (2) + 15 = 17 Stealth

1d20 + 9 ⇒ (5) + 9 = 14 Perception


Male Human Cleric 6+5 of Besmara | hp -53- 41/55 | AC 23, t 13, ff 20 | Fort +6, Ref +4, Will +8 | Init +6 | Perc +3 | Channel 2/3 | Storm Burst (Sp) 6/6 | Copycat (Sp) 3/6 | Insanity 3 (DC 10 Will) | Conditions: copycat

Corliss draws his magical rapier and waits for Dibbets to lift the veil of fog.


The viper slithers forward with his tongue flickering and lets his master know that the big smelly one, as opposed to the little smelly one, is nearby. As he nears the end of the alley, he feels vibrations through the earth that warn of combat ahead.

Dibbets pits halitosis against haze and finds that the creepy condensate is barely affected. The gust seems to pass right through the murk barely rippling it as it goes.

Purple Haze all around, don't know if I'm coming up or down:
Kaul continues his reverse advance and gets a nervous sideways glance from the Watch sergeant, but he makes no effort to reinforce the poor slubs engaging the strange corpse. Again, the jerking dead thing seems to dodge every blow from the clubs though surely one looked to have hit. It savagely rips open one of the unfortunate Watch and tosses the body aside. Silvery vapors rise from the mangled corpse where it lies in the street.


Male Halfling Oracle of Gozreh 6

Frowning Dibbs muses "T'aint right... isnae wiltin under me breath..."

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**THWACK!!**
“Now wake up and swab the deck or I’ll throw ya to the sharks!”

This is how sailors are usually acquired in Freeport, but seeing as I want a crew that won’t try to jump ship at the next port of call, I’m looking for credentials. So give me a concept for a swashbuckler or salt that you would like to play: standard 20 point buy, 2 traits, average starting wealth. Everything in the Core Rule Book and Advanced Player’s Guide is fine. Please be able to post an average of once a day and be prepared for adventure by land and sea!

If you ain’t familiar with the Freeport Setting, it’s Green Ronin’s rollicking port of pirate-flavored horror and humor that’s been around since the early days of 3rd Ed. I’m plopping the Serpent’s Teeth Isles just north of the island in the Shackles known as The Smoker.

Campaign Traits:

Home Port- You either grew up in Freeport or spend much time there when not at sea. It has become second nature for you to keep a sharp eye out to find your next mark or to avoid the press gangs. You receive a +1 trait bonus to Knowledge (local) and Perception rolls and Knowledge (local) is always treated as a class skill for you.

Bar Fly- You know that taverns are where the action is and you’ve spent an inordinate amount of time sharing a drink and a yarn in a wide array of Freeport’s dives. You gain a +1 bonus to Fortitude saves against intoxication and the sickened condition and a +1 trait bonus on Diplomacy checks to gather information in a bar.

Able Seaman- You have spent years aboard ships and earned recognition as a competent sailor. You gain a +1 bonus to Acrobatics, Climb, Swim, Survival, or Profession (sailor) and that skill becomes a class skill for you.

I’m also using Boarded in Mediogalti, and Boarded in the Mwangi Expanse from the Serpent’s Skull AP.

Questions welcome and thanks for your interest.

Cap’n Voodoo


I'll weigh anchor with a Halfling Oracle of Gozreh (with the lame curse), and the Wind mystery.

Dibbets grew up on ships since he was kicked out of home to make his own way. After swabbing the decks for a few years on some pirate clippers, his captain noticed that he had a good eye and moved him into the crows nest. During a particularly fierce storm with strangely heavy seas and wind, he fell from the nest to the deck. The storm cleared soon after, but Dibbets left leg was badly shattered and didn't heal back so well. However he can sometimes almost 'hear' the wind and waves talking to him, and has found he can bend nature to his will.

Sacked by his previous captain, and with a foul mouth and fouler temper - Dibbets is looking for a new ship to set sail on.... mostly because he is running out of coin.

(let me know if you like it, and I'll work up a full char sheet for you)


Mark Sweetman wrote:
I'll weigh anchor with a Halfling Oracle of Gozreh (with the lame curse), and the Wind mystery.

Well done, mate! brings to mind poor Pip gone overboard from the Pequod. Retrieved the next day, but his mind broken by the awful lonesomeness betwixt sea and sky- "So man's insanity is heaven's sense."

Madness in Freeport is a good thing. Jump up, Sir! Jump up!!

Liberty's Edge

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Submitted for your approval:

James "Madman Jim" Patterson, late of the Taldan Imperial Navy. Jim ran away to sea as a boy, and has worked on shipboard ever since--starting as a cabin boy, moving up to able seaman, and ending his official naval career as a marine/shipboard infantryman. He'll follow a good captain into the Eye of Abendego, but a bad captain will get the sharp side of his tongue...his tenure in the Imperial Navy ended abruptly when a particularly bad one got the sharp side of his rapier as well. He escaped before he could be hung, and has been a sellsword to any captain who'll have him ever since.

(Rules-related stuff: Human fighter, free-hand fighter archetype, possibly working towards duelist.)


Pathfinder Adventure Subscriber

I've got a concept for an Urban Ranger, I've kind of been floating around in my head. Might be a good place to try him out. Give him a few ranks of seamanship associated stuff and he might be good to go. Maybe even try to pattern some of his stuff around firearms, since they go good with the setting. I can kind of envision the big robust guy walking around now with his big bushy beard full of tindertwigs.


Got a mind to play a half orc rogue: "Keelhaul" Kaul... possibly go with the thug archtype (?) and sacred tattoo race option. Our Queequeg ;)

Keelhaul is a former member of a notorious pressgang, now gone adventuring; is inked up and will provide some muscle and sharkish guile to the group.

I'll happily stat him up if you need more info


Hmm... I was planning on running a Freeport game after my Red Hand of Doom game finished...

I really hope there will still be pirate-related interest in a few months. :) I will definitely be lurking.


Messrs. Woodford, scranford, & Dow,
Now that's a tough crowd. Make no mistake you'll obey the Ship's Master or you'll see the back of his hand if you're lucky and the business end of a gaff if you're not! We'll brook no mutiny!!

Looks like we've got some options for muscle. Good concepts. I'll stay open a bit longer to see if we can get some spell slinging back up.


Pathfinder Adventure Subscriber
voodoo chili wrote:

Messrs. Woodford, scranford, & Dow,

Now that's a tough crowd. Make no mistake you'll obey the Ship's Master or you'll see the back of his hand if you're lucky and the business end of a gaff if you're not! We'll brook no mutiny!!

Looks like we've got some options for muscle. Good concepts. I'll stay open a bit longer to see if we can get some spell slinging back up.

I can rethink my character as a sorcerer. I haven't played one with Pathfinder yet, and think that might just be fun. Let me think on concepts for an hour or so.

Liberty's Edge

Drifter was found drifting on a raft off the coast of The Shackles burnt from the sun and nearly dead of thirst with a trident clenched in his hand. He spoke no language recognizable to the crew of the ship that found him. When the ship reached Freeport, the captain and crew of the Painted Lady were only too happy to have him off the ship, though when asked, they said there was nothing wrong with the man but they refused to talk about the time he spent on the ship.
Once ashore, Drifter lived on the docks for some time, doing odd jobs and cadging drinks. He approached a cleric of Gozreh one day and when Vorgon saw the trident Drifter still carried, she took the castaway under her wing, teaching him local languages and initiating him into the worship of Gozreh.
Drifter won't talk about his life before he came to Freeport and, since Vorgon's death, has been looking for a ship to once again set sail on the Arcadian Ocean.


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I have a dark concept for a cleric of Besmara, the pirate queen, but there are already two divine caster proposals, so perhaps I should wait for Tanner's game.

EDIT: Well I wrote the back story so I might as well post it. Sorry, its a bit long.

OK, here is an unusual concept that just started burning into my brain.

"The Groom"

Thadeus was a poor fisherman about to be married in two days. Him and his buddies set out fishing as they normally do, but came across a damaged freight hauler. They decided on a little bit of profit before the wedding would be good luck. They remained close through the day, and at night rowed in quietly, helped by a fog bank that unknowingly hid an approaching storm.

Him and his friends took the ship in surprise fashion, but as they made an accounting of the cargo bound for Sargava, the storm came upon them. Their fishing boat was pulled away as they were pushed further out to sea.

It took two weeks to rig the ship and bale enough to get it back to port. Once there he found out his fishing boat had shown up dashed on the rocks after the storm. He had been declared dead. His fiance, in despair, jumped into the sea.

Knowing his greed had cost him his chance at happiness with his wife-to-be, he set out in a small boat to 'remember' his fiance. Wearing his nicest closes, he rowed out below the bluff where she had jumped. Wearing his ring, he took her gold ring and prepared to drop it into the sea...but he froze..he just couldn't do it..he worked so hard for the money and it cost so much...As his hand dangled over the edge of the boat, the gold catching the sun, a tentacle rose up and gripped his arm.

He fought and tried to brace himself, but the appendage seemed to seek out his hand, and the tip slid the ring out of his grip, the ring now upon the beast! He lunged for it, and ended up in the sea himself.

He was pulled in close and saw the eye and beak of the sea monster. He pushed away with his hands trying to keep away from its craw, when then he felt the beak close on his hand. He pulled away, but his ring caught. He pulled again, gold and beak in a locked battle. He felt a crack...there was blood and ink everywhere and he no longer knew which way was up. As he was losing consciousness, he felt himself being lifted upward.

He was found as his small boat drifted back into the harbor. He was unconscious and had been missing for days...again thought dead, this time of grief over his fiance. Those that found him were amazed as they tried to revive him. Thinking he suffered from exposure, he came to and proceeded to expel water from his lungs. His only injuries were sunburn and missing the ring finger on his left hand. But in his left hand he held a jagged piece of black-n-white chitin, that bore an uncanny likeness of a skull and crossbones, a death's head.

Thadeus was never quite the same. He suddenly had powers that those who watched him grow up never knew he had. Thinking him twice-cursed, they took to calling him "the Haunted Groom", and the town shunned him.

He now wanders the docks throughout the Shackles, still in his long black wedding jacket, his moniker shortened to "the Groom". Gloomy and sullen, he does not speak often, but when he does, his voice seems to carry the weight of the sea behind it. Those that plan nefarious deeds often find he has a word of advice or planning for them. In exchange, after successful endeavors, he is often tipped a bit of the spoils, 'the Bride Tax", some have taken to calling it. So now, some seek out his advice or blessing....But he does not put out to sea...some are too scared to take him on board, and he has turned down others. Many think "the Groom" is waiting for the right opportunity.

"the Groom", Human Cleric of Besmara 1, Oceans and Thievery/or Tactics likely subdomains, rapier favored weapon, channels positive, but will have dealings with the dead, particularly the drowned. Likely summoner of sea creatures.

Dark Archive

[Piet the Hagboy, Human Witch 1]

Mother made a deal with a ‘witch of the woods’ to be able to bear her husband a child, and cleverly worded the arrangement so that the witch’s request of ‘one thing in return’ did not include her child. The witch frowned, and then arranged for her to bear twins, so that she could still grant her request to ‘give her a child,’ while taking one for herself...

The twins were boys, and the Green Hag (aka ‘the witch’) was disappointed, since she’d gone through all that trouble to arrange for the children to be born tainted with hag blood, so that they’d both be hers, eventually, anyway. She took the ‘extra’ child as her payment, and intended to fatten the little bundle of joy up and then share it with some friends for a special feast. Her friends had some bad years, and they fell out of touch, and she never felt like celebrating that particular feast, and so the boy grew up in her dank lair, beaten and cowed by the fearsome creature, and used as an errand-boy. At times, she would have a good year, and start fattening him up again, eager to devour him, but then schemes would go awry, and he was just so darn helpful around the laboratory and the house, unlike those pesky goblins, who couldn’t be trusted to do anything right, or that idiot ogre, playing with his toys.

Disaster struck (for the hag, anyway) when the boy was in his teens, and adventurers ended up freeing the ‘hag-boy’ from his captivity. The pale half-starved (it had been a disappointing couple of years for his ‘mother,’ and she was particularly uninterested in making a grand sacrifice to Mestama, whom, she felt, had utterly failed her) man-child was barely recognizable as human, and spoke in a gibberish hodge-podge of goblin and giantish, having to be taught the Common tongue from a half-elven member of the adventuring group who happened to speak sylvan, which the boy recognized, at least haltingly.

Piet used Misfortune to guarantee ‘Mother’s’ death at the hands of the adventurers, with her having been unaware that he was capable of such a thing. After his rescue, he briefly considered returning to the family he knew he had (from ‘Mother’s’ boasting), but had a dream in which he saw his twin brother, a handsome man who looked only vaguely like the pale wretch he himself was, and feared that his successful family would reject him, and the shame of his existence would wreck their lives and result in him being disavowed, driven off or worse.

Unknown to him, his brother has also dreamed of his existence, and is unsure what to make of this portent, having grown up a spoiled young man, heir to a moderately successful merchant house, but always drawing the eye of his peers by his utter recklessness, as he had always felt empty inside, as if something vital was missing from his life. With this dream of the bedraggled brother he never knew existed, he knows that a great and terrible secret has been kept from him by his family, and, for the first time in a decade and a half, is beginning to use the powerful mind that lurks behind the pretty face...

Paizo Employee Developer

Alessa is a Varisian fortune teller who one day found her way onto a ship. She's rarely been on land since, save to change boats. She sells her divnation services out of Freeport. Her predictions and ability to read the Harrow are uncanny, and extremely useful to any for whom a squall could mean death. She speaks little of why she left the wagons of her people, or why it was she started selling her fortune-telling services to the captains of Freeport, but few care to pry into the business of others. So long as the cards read true, none of bothered to delve too deeply.

(This would be a Diviner (Foresight Subschool - opposed illusion and necromancy). The character as built uses a few things from the new Inner Sea World Guide that need approval. Namely the Fortune Teller and Harrowed feats. Also she plans on going Harrower for PrC. I understand if these don't work for you, so I figured I'd ask up front.)

She'd use the Home Port campaign trait

Dark Archive

Alorha wrote:
Also she plans on going Harrower for PrC.

That's a yummy PrC. I don't like PrCs in general, but that one's both flavorful and mechanically interesting.


Looks like a very fun game. Lots of character options, so I'll wait for Tanner's game in a few months. Freeport is just a cool setting and there are some new materials coming from Adamant Publishing very soon.


Ahoy there on the fo'castle, this be Dibbets reporting for duty at the masthead. If ye've got my ration of grog and hardtack that ain't too maggoty I'll be yers for less than a even share of any takings.

(OOC: will fill in my profile over the next couple of hours with pertinents)


Ev'body knows I ain't right.

They don't know that I can see that they ain't right, 'neither.


It's not about being right. The cards will show the path and we will follow. Of course, by knowing Fate we can also thwart it...


"All right". "None of you guys has seen me...right"? "I'll just pick up a few things, and get some sleep, then i'll be out of here". "No need to mention you seen me".

Let me know which one you want me to go with....All done except for equipment, and background. Thinking about being on the Lam but not sure from who or where...DM any suggestions???


Now here's a weird lot. I'll cross myself and spit three times to ward off bad luck. So we have small Dibbet to appease the hungry seas.
Aye, and although 'The Groom' makes me shiver a bit, nothing wrong with a prayer to Besmara to keep you above the waves.

scranford- you got a sorcerer concept? I'll give you dibs.
normanak- Dibbet beat you to the punch.
Alorha- I do like Harrowers, but this will be more sandbox, less destiny so not sure you'll get the most out of it.
Piet- not nautical enough and how many games you in anyway, Set? ; )

Muster roll:
Mark Sweetman- Dibbets
John Woodford- "Madman Jim"
Black Dow- "Keelhaul" Kaul
Meowzebub- "The Groom"
scranford- (unknown Sorcerer)

Let me know if your credentials are in order and you're ready to sail.

At least Mr. Nielsen will be offering a second chance at Freeport soon (You head hunting sonuva- ; )! ) and I'll have to look up what Adamant is coming out with, Sir Hedgeknight.

Dark Archive

voodoo chili wrote:
Piet- not nautical enough and how many games you in anyway, Set? ; )

On this messageboard? Four or five. I have to bookmark the threads so I don't lose 'em. :)

Good sailing, all!

May the fish bite yer hooks, and not yer bums!


This'll be a merry jaunt then, a fine pack of scallywags and ne'erdo wells
to go to sea with. This reminds me of the time that I woke up Sky-clad in the Crow's Nest with a week-long hangover and a new tattoo on my nethers. The cabin boy didn't look me in the eye for a month after...

Well lets not tarry, out to sea in search of wine and wenches!

Voodoo, are you open to custom traits? I've noticed that Oracles don't get Perception as a class skill and I can't find any traits that would make it one. Could I take something like this: Eagle-Eyed - +1 trait bonus to Perception and makes it a Class skill


Dibbets wrote:
Voodoo, are you open to custom traits? I've noticed that Oracles don't get Perception as a class skill and I can't find any traits that would make it one. Could I take something like this: Eagle-Eyed - +1 trait bonus to Perception and makes it a Class skill

Hey we wouldn't be pirates if we cared about rules! ; ) I think you've spent enough time in the Crow's Nest to go with that.


Dingus Mack wrote:
Let me know which one you want me to go with....All done except for equipment, and background. Thinking about being on the Lam but not sure from who or where...DM any suggestions???

ah, I see you've posted the ranger. if that's what you really want to play, go for it. Freeport is a little lower end on the magic-o-meter so I think we'll get by with our clergy types.

Ha, it's Freeport. Who isn't on the run? If you aren't already on the run, you soon will be!

EDIT: ooh, I like the Tien sorcerer, too. your call.


All is ship shape and ready to sail.

Character is updated in Profile and should be pretty much complete. If you can see any issues let me know.


Dibbets wrote:

All is ship shape and ready to sail.

Character is updated in Profile and should be pretty much complete. If you can see any issues let me know.

Looks good. My only thought is that the mega-Perception modifier and wind sight is going to be a headache for me. ;) What do you think about the Eagle-eyed trait being only applicable outdoors or in daylight just to keep things interesting? Seems that would still fit your concept as a ship's Look-out.


Madman Jim reporting for duty, sir!


voodoo chili wrote:
Looks good. My only thought is that the mega-Perception modifier and wind sight is going to be a headache for me. ;) What do you think about the Eagle-eyed trait being only applicable outdoors or in daylight just to keep things interesting? Seems that would still fit your concept as a ship's Look-out.

Let's go one step further and say that it only applies whilst on a ship? Call it something a bit more nautically like Crow's Nest Squint: +1 trait to Perception, and Perception is considered a class skill whilst on board a ship


Thanks for the invite Voodoo Chili.

Almost finished stating this concept out, but then I started to think about making him more imposing. An actual priest of Besmara is a rare thing indeed as she doesn't really have a church, and I started thinking she might not be happy with that. She might more go for an Inquisitor, as an avatar of her power amongst those who pay her respect only when they see it to their advantage or as they are about to die. I like the bonus to intimidate and sense motive to judge a man's soul. And the knowledge skills, represent lost pirate and sea monster lore that he has suddenly been made aware of after 'the wedding'.

It just seems more swashbucklery, and perhaps a bit more fun at low levels where most PbP tend to live.

"Respect must be paid! Lest my bride sails her ship into this port and drags all of you away in chains to be bartered in the Hells for a bottle of infernal rum."

Whatcha think?


Thanks for the invite Voodoo Chili - looking forward to turning the seas rougher with everyone :)

Keelhaul report'n Cap'n

Truss all is in order... lookin forward to breakin a few unfortunates like waves onna a rock... sir...


I'd like to bring a swashbuckling magus to the crew -- very much in the Errol Flynn model.

If you're full up though, I guess I'll just sail on by.


Outstanding, mates!
@Dibbets- I wasn't gonna be that specific, but you gotta let a GM be sneaky : ). I love your trait name.
@the Groom- the concept is great, go with what you like.
@Rokku- shipboard life is tight quarters. I think we're full up, but thanks for the interest.

Now lissen up, Bilge Rats! get your arses to muster:

OOC Muster

that is, let's take this over to the OOC thread.

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